diff --git a/Assets/_Game/Scripts/Enemies/EnemyMovement.cs b/Assets/_Game/Scripts/Enemies/EnemyMovement.cs
index 03d36d8e..9d4e7483 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyMovement.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyMovement.cs
@@ -58,8 +58,9 @@ namespace BaseGames.Enemies
[SerializeField] private float _ledgeCheckFwdOffset = 0.1f;
[Tooltip("悬崖检测:向下的射线长度;射线未命中地面则 IsLedgeAhead = true(0 = 禁用)")]
[SerializeField] private float _ledgeCheckDownDist = 0.4f;
- [Tooltip("墙体检测层(巡逻翻边/追击冲刺撞墙判定用,含碰撞体前缘)。策划可按怪配置;" +
- "推荐默认 Platform + Wall。留空(Nothing)时回退复用地面层。")]
+ [Tooltip("墙体检测层(巡逻翻边/追击冲刺撞墙判定用,含碰撞体前缘)。策划必须按怪配置," +
+ "推荐 Platform + Wall。启用墙检测(_wallCheckDist>0)却留空(Nothing)会在 Awake 报错——" +
+ "不静默回退地面层,须显式配置。")]
[SerializeField] private LayerMask _wallMask;
private Rigidbody2D _rb;
@@ -246,8 +247,7 @@ namespace BaseGames.Enemies
Bounds b = col.bounds;
float sign = Mathf.Sign(dir);
float edgeX = sign >= 0f ? b.max.x : b.min.x;
- LayerMask wallLayer = (_wallMask.value != 0) ? _wallMask : _groundMask;
- return Physics2D.Raycast(new Vector2(edgeX, b.center.y), new Vector2(sign, 0f), _wallCheckDist, wallLayer);
+ return Physics2D.Raycast(new Vector2(edgeX, b.center.y), new Vector2(sign, 0f), _wallCheckDist, _wallMask);
}
/// 朝 前缘外是否为悬崖(脚边地面缺失,会让碰撞体越出地形边缘)。
@@ -264,14 +264,12 @@ namespace BaseGames.Enemies
private void WallAndLedgeCheck()
{
- LayerMask wallLayer = (_wallMask.value != 0) ? _wallMask : _groundMask;
-
if (_wallCheckDist > 0f)
IsWallAhead = Physics2D.Raycast(
GetWallRayOrigin(),
new Vector2(_facingDir, 0f),
_wallCheckDist,
- wallLayer);
+ _wallMask);
if (_ledgeCheckDownDist > 0f)
IsLedgeAhead = !Physics2D.Raycast(
@@ -284,6 +282,10 @@ namespace BaseGames.Enemies
private void Awake()
{
Debug.Assert(_config != null, "[EnemyMovement] _config 未赋值,请在 Prefab Inspector 中指定 EnemyStatsSO。", this);
+ // 启用了墙检测却没配 _wallMask → 显式报错,提醒策划正确配置(不静默回退地面层)。
+ if (_wallCheckDist > 0f && _wallMask.value == 0)
+ Debug.LogError($"[EnemyMovement] '{name}' 启用了墙检测(_wallCheckDist>0)但 _wallMask 为 Nothing," +
+ "撞墙判定将失效(会穿墙)。请在 Inspector 配置墙体层(推荐 Platform + Wall)。", this);
_rb = GetComponent();
if (_groundCheckCollider == null)
_groundCheckCollider = GetComponent();